Unity实现攻击范围检测并绘制检测区域
作者:画个小圆儿 时间:2023-09-18 21:59:10
本文实例为大家分享了Unity实现攻击范围检测并绘制检测区域的具体代码,供大家参考,具体内容如下
一、圆形检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 圆形检测,并绘制出运行的攻击范围
/// </summary>
public class CircleDetect : MonoBehaviour {
GameObject go; //生成矩形的对象
public Transform attack; //被攻击方
MeshFilter mf;
MeshRenderer mr;
Shader shader;
void Start () {
}
void Update () {
if (Input.GetKeyDown(KeyCode.A))
{
ToDrawCircleSolid(transform, transform.localPosition, 3);
if (CircleAttack(attack,transform,3))
{
Debug.Log("攻击到了");
}
}
if (Input.GetKeyUp(KeyCode.A))
{
if (go != null)
{
Destroy(go);
}
}
}
/// <summary>
/// 圆形检测
/// </summary>
/// <param name="attacked">被攻击者</param>
/// <param name="skillPostion">技能的位置</param>
/// <param name="radius">半径</param>
/// <returns></returns>
public bool CircleAttack(Transform attacked, Transform skillPostion, float radius)
{
float distance = Vector3.Distance(attacked.position, skillPostion.position);
if (distance <= radius)
{
return true;
}
else
{
return false;
}
}
//生成网格
public GameObject CreateMesh(List<Vector3> vertices)
{
int[] triangles;
Mesh mesh = new Mesh();
int triangleAmount = vertices.Count - 2;
triangles = new int[3 * triangleAmount];
//根据三角形的个数,来计算绘制三角形的顶点顺序
//顺序必须为顺时针或者逆时针
for (int i = 0; i < triangleAmount; i++)
{
triangles[3 * i] = 0;
triangles[3 * i + 1] = i + 1;
triangles[3 * i + 2] = i + 2;
}
if (go == null)
{
go = new GameObject("circle");
go.transform.SetParent(transform, false);
go.transform.position = new Vector3(0, -0.4f, 0);
mf = go.AddComponent<MeshFilter>();
mr = go.AddComponent<MeshRenderer>();
shader = Shader.Find("Unlit/Color");
}
//分配一个新的顶点位置数组
mesh.vertices = vertices.ToArray();
//包含网格中所有三角形的数组
mesh.triangles = triangles;
mf.mesh = mesh;
mr.material.shader = shader;
mr.material.color = Color.red;
return go;
}
/// <summary>
/// 绘制实心圆形
/// </summary>
/// <param name="t">圆形参考物</param>
/// <param name="center">圆心</param>
/// <param name="radius">半径</param>
public void ToDrawCircleSolid(Transform t, Vector3 center, float radius)
{
int pointAmount = 100;
float eachAngle = 360f / pointAmount;
Vector3 forward = t.forward;
List<Vector3> vertices = new List<Vector3>();
for (int i = 0; i < pointAmount; i++)
{
Vector3 pos = Quaternion.Euler(0f, eachAngle * i, 0f) * forward * radius + center;
vertices.Add(pos);
}
CreateMesh(vertices);
}
}
效果图:
二、矩形检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 矩形型攻击检测,并绘制检测区域
/// </summary>
public class DrawRectangDetect : MonoBehaviour {
public Transform attacked;
GameObject go; //生成矩形
MeshFilter mf;
MeshRenderer mr;
Shader shader;
void Start () {
}
void Update () {
if (Input.GetKeyDown(KeyCode.A))
{
ToDrawRectangleSolid(transform, transform.localPosition, 4, 2);
if (RectAttackJubge(transform, attacked, 4, 2f))
{
Debug.Log("攻击到");
}
}
if (Input.GetKeyUp(KeyCode.A))
{
if (go != null)
{
Destroy(go);
}
}
}
/// <summary>
/// 矩形攻击范围
/// </summary>
/// <param name="attacker">攻击方</param>
/// <param name="attacked">被攻击方</param>
/// <param name="forwardDistance">矩形前方的距离</param>
/// <param name="rightDistance">矩形宽度/2</param>
/// <returns></returns>
public bool RectAttackJubge(Transform attacker, Transform attacked, float forwardDistance, float rightDistance)
{
Vector3 deltaA = attacked.position - attacker.position;
float forwardDotA = Vector3.Dot(attacker.forward, deltaA);
if (forwardDotA > 0 && forwardDotA <= forwardDistance)
{
if (Mathf.Abs(Vector3.Dot(attacker.right,deltaA)) < rightDistance)
{
return true;
}
}
return false;
}
//制作网格
private GameObject CreateMesh(List<Vector3> vertices)
{
int[] triangles;
Mesh mesh = new Mesh();
int triangleAmount = vertices.Count - 2;
triangles = new int[3 * triangleAmount];
for (int i = 0; i < triangleAmount; i++)
{
triangles[3 * 1] = 0;
triangles[3 * i + 1] = i + 1;
triangles[3 * i + 2] = i + 2;
}
if (go == null)
{
go = new GameObject("Rectang");
go.transform.position = new Vector3(0, 0.1f, 0);
mf = go.AddComponent<MeshFilter>();
mr = go.AddComponent<MeshRenderer>();
shader = Shader.Find("Unlit/Color");
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles;
mf.mesh = mesh;
mr.material.shader = shader;
mr.material.color = Color.red;
return go;
}
/// <summary>
/// 绘制实心长方形
/// </summary>
/// <param name="t">矩形参考物</param>
/// <param name="bottomMiddle">矩形的中心点</param>
/// <param name="length">矩形长度</param>
/// <param name="width">矩形宽度的一半</param>
public void ToDrawRectangleSolid(Transform t, Vector3 bottomMiddle, float length, float width)
{
List<Vector3> vertices = new List<Vector3>();
vertices.Add(bottomMiddle - t.right * width);
vertices.Add(bottomMiddle - t.right * width + t.forward * length);
vertices.Add(bottomMiddle + t.right * width + t.forward * length);
vertices.Add(bottomMiddle + t.right * width );
CreateMesh(vertices);
}
}
效果图:
三、扇形攻击检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 扇型攻击检测,并绘制检测区域
/// </summary>
public class SectorDetect : MonoBehaviour {
public Transform attacked; //受攻击着
GameObject go;
MeshFilter mf;
MeshRenderer mr;
Shader shader;
void Start () {
}
void Update () {
if (Input.GetKeyDown(KeyCode.A))
{
ToDrawSectorSolid(transform, transform.localPosition, 60, 3);
if (UmbrellaAttact(transform,attacked.transform,60,4))
{
Debug.Log("受攻击了");
}
}
if (Input.GetKeyUp(KeyCode.A))
{
if (go != null)
{
Destroy(go);
}
}
}
/// <summary>
/// 扇形攻击范围
/// </summary>
/// <param name="attacker">攻击者</param>
/// <param name="attacked">被攻击方</param>
/// <param name="angle">扇形角度</param>
/// <param name="radius">扇形半径</param>
/// <returns></returns>
public bool UmbrellaAttact(Transform attacker, Transform attacked, float angle, float radius)
{
Vector3 deltaA = attacked.position - attacker.position;
//Mathf.Rad2Deg : 弧度值到度转换常度
//Mathf.Acos(f) : 返回参数f的反余弦值
float tmpAngle = Mathf.Acos(Vector3.Dot(deltaA.normalized, attacker.forward)) * Mathf.Rad2Deg;
if (tmpAngle < angle * 0.5f && deltaA.magnitude < radius)
{
return true;
}
return false;
}
public void ToDrawSectorSolid(Transform t, Vector3 center, float angle, float radius)
{
int pointAmmount = 100;
float eachAngle = angle / pointAmmount;
Vector3 forward = t.forward;
List<Vector3> vertices = new List<Vector3>();
vertices.Add(center);
for (int i = 0; i < pointAmmount; i++)
{
Vector3 pos = Quaternion.Euler(0f, -angle / 2 + eachAngle * (i - 1), 0f) * forward * radius + center;
vertices.Add(pos);
}
CreateMesh(vertices);
}
private GameObject CreateMesh(List<Vector3> vertices)
{
int[] triangles;
Mesh mesh = new Mesh();
int triangleAmount = vertices.Count - 2;
triangles = new int[3 * triangleAmount];
//根据三角形的个数,来计算绘制三角形的顶点顺序
for (int i = 0; i < triangleAmount; i++)
{
triangles[3 * i] = 0;
triangles[3 * i + 1] = i + 1;
triangles[3 * i + 2] = i + 2;
}
if (go == null)
{
go = new GameObject("mesh");
go.transform.position = new Vector3(0f, 0.1f, 0.5f);
mf = go.AddComponent<MeshFilter>();
mr = go.AddComponent<MeshRenderer>();
shader = Shader.Find("Unlit/Color");
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles;
mf.mesh = mesh;
mr.material.shader = shader;
mr.material.color = Color.red;
return go;
}
}
效果图:
来源:https://blog.csdn.net/qq_38721111/article/details/86742317
标签:unity,攻击,检测
![](/images/zang.png)
![](/images/jiucuo.png)
猜你喜欢
c# 根据NPOI 读取一个excel 文件的多个Sheet
2021-11-30 05:10:55
java获取json中的全部键值对实例
2023-08-23 19:53:03
一步步教你写一个SpringMVC框架
2022-11-26 03:37:21
![](https://img.aspxhome.com/file/2023/9/93139_0s.jpg)
Java微信公众平台开发(14) 微信web开发者工具使用
2023-01-30 19:21:34
![](https://img.aspxhome.com/file/2023/0/67150_0s.jpg)
实例详解C#正则表达式
2023-06-23 00:03:03
C#中static void Main(string[] args) 参数示例详解
2023-10-06 04:44:01
![](https://img.aspxhome.com/file/2023/3/102233_0s.png)
C#在Windows窗体控件实现内容拖放(DragDrop)功能
2021-07-25 01:48:27
![](https://img.aspxhome.com/file/2023/4/98254_0s.jpg)
Java判断主机是否能ping通代码实例
2023-04-26 22:18:27
![](https://img.aspxhome.com/file/2023/8/90958_0s.png)
java如何删除以逗号隔开的字符串中某一个值
2023-06-12 11:59:19
![](https://img.aspxhome.com/file/2023/8/113518_0s.png)
详解Java环境变量配置方法(Windows)
2022-05-09 02:39:33
![](https://img.aspxhome.com/file/2023/0/119100_0s.png)
Java虚拟机使用jvisualvm工具远程监控tomcat内存
2023-11-28 22:15:49
![](https://img.aspxhome.com/file/2023/2/60462_0s.png)
Springboot打包为Docker镜像并部署的实现
2023-06-05 23:11:52
![](https://img.aspxhome.com/file/2023/1/84761_0s.jpg)
使用@Value值注入及配置文件组件扫描
2023-12-01 21:24:12
java eclipse 中文件的上传和下载示例解析
2021-11-18 06:55:58
![](https://img.aspxhome.com/file/2023/9/112049_0s.png)
Android Mms之:短信发送流程(图文详解)
2022-07-27 02:10:21
![](https://img.aspxhome.com/file/2023/1/138801_0s.gif)
Java实现统计字符串出现的次数
2022-12-19 01:06:52
java后台接受到图片后保存方法
2023-06-03 09:23:04
![](https://img.aspxhome.com/file/2023/3/71853_0s.png)
关于Spring Boot获取bean的3种方式
2023-07-08 11:52:15
![](https://img.aspxhome.com/file/2023/2/111442_0s.png)
Java毕业设计实战项目之在线服装销售商城系统的实现流程
2023-03-27 00:15:31
![](https://img.aspxhome.com/file/2023/6/71816_0s.jpg)
Java动态获取实现某个接口下所有的实现类对象集合
2023-04-01 14:43:20